Earthquake
(Alteration)


L^: c7
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R#: 12"
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D^: 1r
C^: v.s.m
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CT: 1t
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S^: None
A^: 1/2" diameter/level
MEGA-DAMAGE
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MP: 42, 43
UW : Yes

Area: The AREA of effect of the earthquake spell is circular, the diameter being 1/2” for every level of experience of the cleric casting it, ie. a 20th level cleric casts on earthquake spell with a 10” diameter AREA of effect:

Effect: When this spell is cast by a cleric, a local tremor of fairly high strength rips the ground.
The shock is over in one melee round.
The earthquake affects all terrain, vegetation, structures, and creatures in its locale.

Effects are as follows:

TERRAIN
Cave or cavern -- Collapses roof
Cliffs -- Crumble causing landslide
Ground -- Cracks open, causing creatures to fall in and be killed as follows:
    -- Size S -- 1 in 4 (d4)
    -- Size M -- 1 in 6 (d6)
    -- Size L -- 1 in 8 (d8)
Marsh -- Drains water off to form muddy, rough ground
Tunnel -- Caves in
Underwater -- causes shock waves stunning all within range who fail to save vs. death magic for 5-20 rounds.

VEGETATION
Small growth -- No effect
Trees -- 1 in 3 uprooted and fall

STRUCTURES
All structures -- Sustain from 5 to 60 (5d12) points of structural damage; those taking full damage are thrown down in rubble.

CREATURES
See Above

DMG: Structures very solidly built, with foundations reaching to bedrock, will sustain half damage.
Castles so built will take only one-quarter damage if they score above 50% on a saving throw roll.
An earth elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10,0 = 100%) if the elemental is of forces opposed to the cleric casting the earthquake spell.

Earthquake: Although the PH states that
there is no ST, sturdy buildings
may in fact take notably less structural
damage than one might expect.  Again,
details are not given here since the PCs
should NOT know exact percentages involved.
Also, if an earth elemental which
is 'of forces opposed to the <priest> casting
the earthquake spell' is within the area of
effect of the spell, the spell may have
reduced efficiency or even fail totally.
(Imagine #30)

MC: A pinch of dirt, a piece of rock, and a lump of clay.
 

WSG: The effect brought about by this spell is magical,
not natural, and thus does not cause the same results as a natural
earthquake. If it is cast within one mile of a natural fault line,
there is a 50% chance that a natural earthquake will occur at that
location within ld6 turns after the magical earthquake has subsided.